Very Distracting warlock (-14 to hit and dazed)

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Built to impose as much attack penalty as possible.  

Mostly focued around Dizzying Mace + dazing, which gives -10 to hit.
Tack on Psychic lock for -2 more
rattling -2 (encounter powers only).
= -12 (14 with encounter powers) to hit (and dazed).

And a conditional -2 to all cursed targets when your boon triggers.

This can be done 4 times with encounter powers, 1 with eldrich blast (+theme power), and 1+pact boons with Hand of Blight.

+40 to hit (below 0), 42 with CA (though dazed), maby 1 more from prime shot, as well as an encounter reroll.

So we shouldn't miss much, but the enemy will.

Damage is weak, since you'll often be sacrificing your curse bonus, and warlocks arn't top dealers anyways.
[sblock build]

====== Created Using Wizards of the Coast D&D Character Builder ======
Scary, level 30
Revenant, Warlock, Nightmare Weaver, Destined Scion
Eldritch Pact Option: Sorcerer-King Pact
Eldritch Blast Option: Eldritch Blast Constitution
Twofold Pact Option: Star Pact
Epic Heroism Option: Constitution
Epic Heroism Option: Dexterity
Choose your Race in Life: Deva
Theme: Outlaw

FINAL ABILITY SCORES
STR 12, CON 30, DEX 26, INT 12, WIS 10, CHA 13

STARTING ABILITY SCORES
STR 10, CON 18, DEX 14, INT 10, WIS 8, CHA 11


AC: 44 Fort: 40 Ref: 40 Will: 32
HP: 187 Surges: 16 Surge Value: 46

TRAINED SKILLS
Intimidate +25

UNTRAINED SKILLS
Acrobatics +23, Arcana +16, Athletics +16, Bluff +16, Diplomacy +16, Dungeoneering +15, Endurance +27, Heal +15, History +16, Insight +15, Nature +15, Perception +15, Religion +16, Stealth +23, Streetwise +20, Thievery +23

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Outlaw Attack: Surprise Strike
Revenant Utility: Dark Reaping
Warlock's Curse  Power: Warlock's Curse
Warlock Attack 1: Eldritch Blast
Warlock Attack 1: Hand of Blight
Warlock Attack 1: Dire Radiance
Warlock Pact Boon 1: Fate of the Void
Warlock Utility 2: Spectral Fade
Warlock Attack 3: Fortune Binding
Intimidate Utility 6: Demoralize Foe
Warlock Attack 7: Sorcerer-King's Decree
Warlock Attack 9: Feast of Souls
Warlock Utility 10: Troublesome Aid of Caiphon
Nightmare Weaver Attack 11: Painful Delusion
Nightmare Weaver Utility 12: Dread Disappearance
Warlock Attack 13: Break the Will
Warlock Attack 15: Caution of Dispater
Warlock Utility 16: Offering of Blood
Warlock Attack 17: Despair of Zhudun
Nightmare Weaver Attack 20: Nightmare Stalker
Warlock Utility 22: Entropic Ward
Warlock Attack 25: Word of the Sorcerer-King
Destined Scion Utility 26: Epic Recovery
Destined Scion Utility 30: Undeniable Victory

FEATS
Level 1: Rod Expertise
Level 2: Superior Implement Training (Accurate rod)
Level 4: Potent Rebirth
Level 6: Restless Dead
Level 8: Dual Implement Spellcaster
Level 10: Wrathful Warrior
Level 11: Dizzying Mace
Level 12: Psychic Lock
Level 14: Tyrian Bureaucrat
Level 16: Tyrian Ascendant
Level 18: Protective Hex
Level 20: Bloodied Boon
Level 21: Mind-Numbing Curse
Level 22: Quickened Spellcasting
Level 24: Twofold Pact
Level 26: Veil of Waking Dreams
Level 28: Ghostly Vitality
Level 30: Reserve Maneuver

ITEMS
Accurate rod of Office +6
Accurate rod of Smiting +6
Life Charm +5
Armor of Dark Majesty +5
====== End ======

 [/sblock]
The feat's aren't neccicaraly in the best order.

PEACH.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

I looked at warlock with Dizzying Mace for Headspin.  The problem is it can't apply the penalty in an area, so it just pales in comparison to cleric and invoker versions of Headspin, which are doing the same thing to many targets.  I do think Warlock is useful as a multiclass for Feast of Souls, though, as well as Word of the Sorcerer-King (in the Headspin thread, I built a fighter|battle cleric/warlock this way).
I looked at warlock with Dizzying Mace for Headspin.  The problem is it can't apply the penalty in an area, so it just pales in comparison to cleric and invoker versions of Headspin, which are doing the same thing to many targets.  I do think Warlock is useful as a multiclass for Feast of Souls, though, as well as Word of the Sorcerer-King (in the Headspin thread, I built a fighter|battle cleric/warlock this way).

True, i can't do much AOE, but i get more accuracy and a bigger penalty, as well as am able to do it more often.

Probably still slightly worse then headspin, but i turn crits into normal hits.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

I looked at warlock with Dizzying Mace for Headspin.  The problem is it can't apply the penalty in an area, so it just pales in comparison to cleric and invoker versions of Headspin, which are doing the same thing to many targets.  I do think Warlock is useful as a multiclass for Feast of Souls, though, as well as Word of the Sorcerer-King (in the Headspin thread, I built a fighter|battle cleric/warlock this way).


Link to that thread plox? I was just thinking about it like 10 minutes ago.

But yeah, I was gonna say a similar thing to this. This would be much better if you could apply the penalty in an area, still ok as it is though.
My Works
My House Rules Cryptic Commander: a Tiefling Wizard|Warlord - Arcane Wayfarer - Planeshaper that focuses on controlling every creature in an encounter. Feyknight: A Half-Elf Knight - Gladiator Champion - Marshall of Letherna build that uses Eldritch Strike and the White Lotus Riposte feats to create a decent catch-22 with his mark aura. Novamancer: a Wizard/Swordmage - Malec-Keth Janissary - Radiant One that specializes in area damage, somewhat item dependent but is capable of massive damage. the Epic Crit-Fisher: Avenger/Ranger-PMC-Eternal Seeker with a 2,560 damage crit-fishing nova. Eldritch Slayer: A Slayer - Kulkor - Destined Scion that uses a similar trick to the Knight, combined with Kulkor for some decent DPR. Polearm Seeker|Fighter: A Seeker|Fighter/Psion - Kensei - Destined Scion build that uses Polearm Momentum to not be super bad. Generic Runepriest: A generic type Runepriest/Fighter - Hammer of Vengeance - Destined Scion
One does not
111819409 wrote:
99856009 wrote:
by RAW, you can't horse into the forge of the dawn titan.




...Couldn't resist.


I looked at warlock with Dizzying Mace for Headspin.  The problem is it can't apply the penalty in an area, so it just pales in comparison to cleric and invoker versions of Headspin, which are doing the same thing to many targets.  I do think Warlock is useful as a multiclass for Feast of Souls, though, as well as Word of the Sorcerer-King (in the Headspin thread, I built a fighter|battle cleric/warlock this way).


Link to that thread plox? I was just thinking about it like 10 minutes ago.

But yeah, I was gonna say a similar thing to this. This would be much better if you could apply the penalty in an area, still ok as it is though.

Here.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

but i get more accuracy and a bigger penalty, as well as am able to do it more often.

Probably still slightly worse then headspin, but i turn crits into normal hits.



True on all points except the accuracy (Headspin rolls twice via Divine Oracle, so it wins out on accuracy imo).  It's still an interesting build, and I have my eye on the Starlock article to see if any aoe dazing possibilities emerge there.

In particular, I think a Fighter|Warlock Mace build can be very interesting, using Eldritch Strike w/Combat Challenge for off-turn curse damage/slides, and with the great dailies like Feast of Souls and Word of the Sorcerer King.  Ironstar PP+Thundering Mace+Mountain style can add -6 to saves, at the cost of many feats.  Might be better just to go Avernian Knight and different feat choices, though.  We'll see what the Starlock article brings.
Has anyone done this with a cleric/warlock mc fighter con/wis build?  With hybrid BCL you would not need to worry about armor.

I do like that you used nightmare weaver.  That is one of my favorite warlock paragon paths and was planning to use it with the feylock I used a long time ago, but the campaign never made it to paragon.
True on all points except the accuracy (Headspin rolls twice via Divine Oracle, so it wins out on accuracy imo).  It's still an interesting build, and I have my eye on the Starlock article to see if any aoe dazing possibilities emerge there.

What's the to-hit for headspin?  65%?

1-(.45*.45) = 0.7975, or hit on a 4.
vs hit on a 2.  (plus an encounter reroll)

You need a reroll @ 80% to beat it.
Which is possible if you do the revenant/deva cheese.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Probably better than 65% with Headband of Intellect/Accurate Implement plus the fact we have combat advantage a lot of the time (on redazing already dazed targets).  But your build does apply more penalties, so it's better on a single target.
So 75%? (55 base+5 accurate+10CA+5headband).
Roll twice = 1-(.25*.25)= 93.75%

Guess it about the same as mine.

but yea, it comes down to single target with a better penalty vs multi will less penalty.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.